Page 110 - Chronicles of Darkness
P. 110

here, as players should be given plenty of options to choose   This is a good thing, and as a Storyteller you shouldn’t
            for their characters to fail. They should have control over it  feel disappointment or frustration. The story follows the
            in some way, and remember that their character’s failure is  characters, not the other way around, and if you can keep
            empowering in more than one way.                 that in mind, there are a lot of behind-the-curtain tricks that
                                                             you and the other players can utilize to make the whole thing
            It’s in the Story                                feel more cohesive, while avoiding losing any good material
                                                             you’ve prepared ahead of time.
               To some players, “a sloppy series of endless tragedies
            which compound on each other until, ultimately, every-  Schrödinger’s Character
            one dies alone” is an ideal Chronicles of Darkness game.
            However, that’s not for everyone. Of course, on the other   If you’ve planned for a confrontation with a Storyteller
            end, competence porn where characters are always awesome  character to happen at the bar where the characters are sup-
            and never suffer real setbacks is not in keeping with any  posed to hang out, but which they’ve avoided for the third
            Chronicles of Darkness game. A good story will appeal to a  game session in a row, move the damned confrontation.
            majority of players; let the players who naturally want to run  Shuffle your Storyteller characters around if you need to,
            their characters into the ground do so. And the players who  move clues or story details into your players’ paths, rather
            are afraid of failure? Talk to them. Take their favorite movie,  than worrying about the fact that you can’t force them into
            and examine the series of conflicts and setbacks the heroic  the right place for the right plot points. Any player can sug-
            characters experience and draw parallels with how you’d like  gest moves like this; it doesn’t have to be a Storyteller secret.
            the pacing of your chronicle to go. It’s a good idea for you  Also, you can drop it out in the open for everyone to act
            to be familiar with several types of plot pacing, anyway. The  on. “Guys, Garry the Knife is coming for you, where does
            best fiction puts the characters through a series of setbacks  he surprise you?”
            contrasted with rising action, so your chronicle should, too.  Aspiration Inspiration
            Succeed at a Cost                                  Characters who sit on their thumbs aren’t exciting, tragic,

               There are times when failure would really drag down a  or drawn into intrigue. If you can’t seem to motivate your
            game, but the dice say that’s what happened. Sometimes when  characters to explore the various channels of the mysteries
            a Storyteller says, ”Well, just roll to see what happens,” and  you’ve built on their own, then tie the whole thing to their
            what happens is an inexplicable failure, you can always opt  Aspirations. You can do this by suggesting new Aspirations
            instead for a success but with consequences attached. This is  when they’ve satisfied old ones, asking, “Hey, did you guys ever
            also a technique to use when your player appears crestfallen  get around to what happened to Sara? Is that loose end bugging
            when the dice hit the table and you may lose engagement  your character at all? Sounds like a good Aspiration.” It’s okay
            from them. “Okay, the punch lands, but...,” “Yeah, she’s  to be direct. It’s always okay to be direct. You can also reverse
            actually pretty into your sales pitch, but....” Give the player  engineer this, by finding a way to tie existing Aspirations to the
            what she was shooting for, but tie it to something that’s going  path you’d like to guide your players toward. You don’t ever
            to sting down the road.                          want to force them to deal with a story they aren’t interested in,
                                                             because you never know why a player wants to avoid a storyline.
            Pick Your Poison                                 It might be harmless, or it might be because you’ve created a
                                                             story element they don’t want to deal with for personal reasons.
               It is always better to give your players more choices rather
            than fewer, because more chances to choose are more chances   This is why giving them a choice to follow their Aspirations is
            for drama and intrigue. A failed dice roll often feels like the   better than demanding or steamrolling them into following
            end of a player’s choices, and carries with it a sense of final-  your plotline. This is particularly important in a Chronicles
            ity. “Well, we didn’t find the clue we need, guess we’ll go   of Darkness game, which can go to dark places very quickly.
            do something else.” That’s not intrigue. Instead of a simple   Recycle the Waste
            failure, give the players a choice, a difficult decision, one that
            affects the story going forward. For example, “You find the   You know that powerful letter you prepared for a dead
            clue, but it implicates only you,” or, “You don’t find the clue  Storyteller character to deliver as a ghost to your player
            and your case is at a dead end, but you’ve discovered a new,  characters? Well, it turns out they prevented his death, so
            possibly-unrelated crime to investigate.”        that leaves the idea dead instead, right? Not really! After all,
            No Meat Wasted                                   someone’s got to die sooner or later. Just change the word-
                                                             ing on the letter and have it delivered by a different lost soul
                                                             entirely. Nothing’s wasted!
               Sometimes, players get distracted and don’t perfectly fol-
            low a Storyteller’s leads. Players often don’t take the obvious   Conditions and Failing Dramatically
            path, distracted by interesting Storyteller characters, miscom-
            munication about clues and details, or character exploration   Both negative Conditions and Dramatic Failures are ways
            on which a Storyteller didn’t count.             for players to fail triumphantly, and for characters to grow
                                                                                                                 109
                                     invisible hands-storytelling responsibilities
   105   106   107   108   109   110   111   112   113   114   115